我想在显示器上绘制像素,这些像素在某些参数后经常变化。例如。如果红色和绿色像素发生碰撞,它们都会消失等等。
在每一帧中,我必须操纵大约100-1000像素。我这里有一个多线程的方法,它不会给我30FPS(我想要的)。目前,我在RAM中存储了一个像素阵列,其中包含所有像素并且具有SDL_Surface
。当数组中的像素发生变化时,它也会在Surface中发生变化,然后在完成所有操作后,会对屏幕进行blitting。我目前的方法太慢了,我对如何提高速度做了一些思考。
我目前的想法是:
SDL_Surface
或SDL_Texture
关于如何以快速方式操作像素,还有其他方法吗?
答案 0 :(得分:9)
SDL_CreateTexture()
w / SDL_TEXTUREACCESS_STREAMING
+ SDL_UpdateTexture()
似乎运行良好。
在我的系统上使用默认渲染器:
Renderer name: direct3d
Texture formats:
SDL_PIXELFORMAT_ARGB8888
SDL_PIXELFORMAT_YV12
SDL_PIXELFORMAT_IYUV
(尽管opengl
信息相同:)
Renderer name: opengl
Texture formats:
SDL_PIXELFORMAT_ARGB8888
SDL_PIXELFORMAT_YV12
SDL_PIXELFORMAT_IYUV
SDL_PIXELFORMAT_ARGB8888
给了我~1ms /帧:
#include <SDL2/SDL.h>
#include <SDL2/SDL_render.h>
#include <iostream>
#include <vector>
using namespace std;
int main( int argc, char** argv )
{
SDL_Init( SDL_INIT_EVERYTHING );
atexit( SDL_Quit );
SDL_Window* window = SDL_CreateWindow
(
"SDL2",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
600, 600,
SDL_WINDOW_SHOWN
);
SDL_Renderer* renderer = SDL_CreateRenderer
(
window,
-1,
SDL_RENDERER_ACCELERATED
);
SDL_RendererInfo info;
SDL_GetRendererInfo( renderer, &info );
cout << "Renderer name: " << info.name << endl;
cout << "Texture formats: " << endl;
for( Uint32 i = 0; i < info.num_texture_formats; i++ )
{
cout << SDL_GetPixelFormatName( info.texture_formats[i] ) << endl;
}
const unsigned int texWidth = 1024;
const unsigned int texHeight = 1024;
SDL_Texture* texture = SDL_CreateTexture
(
renderer,
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
texWidth, texHeight
);
vector< unsigned char > pixels( texWidth * texHeight * 4, 0 );
SDL_Event event;
bool running = true;
while( running )
{
const Uint64 start = SDL_GetPerformanceCounter();
SDL_SetRenderDrawColor( renderer, 0, 0, 0, SDL_ALPHA_OPAQUE );
SDL_RenderClear( renderer );
while( SDL_PollEvent( &event ) )
{
if( ( SDL_QUIT == event.type ) ||
( SDL_KEYDOWN == event.type && SDL_SCANCODE_ESCAPE == event.key.keysym.scancode ) )
{
running = false;
break;
}
}
// splat down some random pixels
for( unsigned int i = 0; i < 1000; i++ )
{
const unsigned int x = rand() % texWidth;
const unsigned int y = rand() % texHeight;
const unsigned int offset = ( texWidth * 4 * y ) + x * 4;
pixels[ offset + 0 ] = rand() % 256; // b
pixels[ offset + 1 ] = rand() % 256; // g
pixels[ offset + 2 ] = rand() % 256; // r
pixels[ offset + 3 ] = SDL_ALPHA_OPAQUE; // a
}
//unsigned char* lockedPixels;
//int pitch;
//SDL_LockTexture
// (
// texture,
// NULL,
// reinterpret_cast< void** >( &lockedPixels ),
// &pitch
// );
//std::copy( pixels.begin(), pixels.end(), lockedPixels );
//SDL_UnlockTexture( texture );
SDL_UpdateTexture
(
texture,
NULL,
&pixels[0],
texWidth * 4
);
SDL_RenderCopy( renderer, texture, NULL, NULL );
SDL_RenderPresent( renderer );
const Uint64 end = SDL_GetPerformanceCounter();
const static Uint64 freq = SDL_GetPerformanceFrequency();
const double seconds = ( end - start ) / static_cast< double >( freq );
cout << "Frame time: " << seconds * 1000.0 << "ms" << endl;
}
SDL_DestroyRenderer( renderer );
SDL_DestroyWindow( window );
SDL_Quit();
}
确保您没有启用vsync(在驱动程序中强制执行,运行合成器等)或者所有您的帧时间将是~16ms(或任何显示器)刷新设置为)。